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This is a set of rules I created for my homebrew campaign. They are general enough to be used
in any setting or adventure. It is mostly a combination of the Unearthed Arcana rules for Mass
Combat and a few strategy video games. They are highly loose on rules so that they can be
modified easily during your session.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
Created by Nick “Goldy” Drakopoulos | https://twitter.com/Nick_Goldy?lang=el
©2016 Wizards
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Contents
INTRODUCTION ........................................................................................................................................................................ 2
GUARD UNIT................................................................................................................................................................................ 8
TYPE ............................................................................................................................................................................................. 8
ARMOR CLASS.............................................................................................................................................................................. 8
HIT POINTS .................................................................................................................................................................................. 8
SPEED ........................................................................................................................................................................................... 8
ABILITIES ...................................................................................................................................................................................... 8
COMBAT...................................................................................................................................................................................... 10
UNITS CONDITIONS............................................................................................................................................................... 12
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast.
take up a 5 by 5 square space(more on that
Introduction later). Now that is fun!
2
commander abilities in Appendix A. Feel
Dissecting a Unit free to create your own! Go wild!
3
Normal
Number & CR
Spear-Armed Number is the stat that represents how
many of each creature the unit holds. CR is
the Challenge Rating of the creatures
Normal written in its stat block. For example, if a
unit is consisted of 50 Goblins and 50 Orcs it
would look like this:
Skirmisher Cavalry
4
Battle Rating by Challenge Rating DEFENSE RATING = 10 + BATTLE
CR BR RATING MODIFIER
0 +1 per 25 creatures
1/8 +1 per 20 creatures DR is used similarly to a creature’s AC.
1/4 +1 per 10 creatures
1/2 +1 per 5 creatures
Initiative & Stealth
1 +1 per 2 creatures Initiative and stealth are two stats taken
2 +1 directly from the creature’s stat block. If a
3 +2 unit consists of different creatures, the
4 +3 lower stats of every unit are kept and used
5 +4
in the unit’s card. A unit has proficiency in
6 +5 stealth only when all the creatures that
7 +6
comprise it have proficiency in Stealth (that
8 +7
includes the commander).
9 +8
10 +10 Morale
11 +12
12 +14 Every unit has a morale level that
13 +16 represents how eager or desperate the units
14 +18 are in the fight. Depending on the level of
15 +20 morale each unit has a modifier as
16 +25 presented in the table below.
17 +30
18 +35 Level Modifier Description
19 +40 0 -10 Breaking
20 +50 1 -8 Desperate
2 -4 Discouraged
3 -2 Shaken
Depending on the unit’s BR, it has a
4 0 Normal
modifier. Units increase their BR Modifier
5 +2 Eager
by 1 per 5 BR. For example the unit of Orcs
6 +4 Courageous
above has a BR Modifier of +2 since it has 8 +8 Inspired
10 BR. If it had a BR of 5, its modifier would 9 +10 Unbreakable
be +1. Always round down. A unit with a
BR of 8 would still have a BR Modifier of
+1. This is the unit’s attack bonus as we’ll Every time a unit must make a morale
explain in the “Combat” section. check it uses this modifier then adds the
commander’s charisma modifier and any
Defense Rating bonuses or penalties from abilities. A
A unit’s Defense Rating (DR) simulates the morale check’s DC is 10.
combat effectiveness of a unit when A unit that is reduced to half its original BR
defending. A unit’s DR is determined using must make a Morale check or retreat. As
its BR modifier. long as the unit remains under half its
5
original BR, every time it suffers casualties,
it must make a morale check or retreat.
However, even if it succeeds it drops a
Morale Level.
Speed
A unit’s speed, because every round takes 1
minute, is its normal speed times 10. For
example a normal guard has a speed of 30ft.
A unit of Guards would have a speed of
300ft. If a unit consists of different creatures
it uses the speed of the slowest creature.
Abilities
Abilities in units function the same as
commander abilities but they must be used
by the entirety of the unit. For example a
unit of archers can use fire arrows to attack
war machines, a unit of orcs fights like a
horde and they may gain some bonuses
when attacking near allies etc. you can find
examples in Appendix B.
6
make the unit’s card. After you do that, fill
Creating a Unit the unit’s card with the following stats:
Number, CR, Initiative, Stealth, and Speed.
Add the commander’s Charisma Modifier
Unit Size & Space
to the initiative or keep it separate if you
A unit is a group of soldiers or monsters intend for the commanders to move from
fighting together as one group. To make it unit to unit during the battle.
easier for the DM to handle, a unit is
comprised of up to 400 tiny, small, or BR & DR Total
medium creatures taking up space of Once you have created the unit only a few
100x100 ft.(or 20x20 squares if the suggested details remain. Total up the BR and its
grid scale) and larger creatures take up modifier including any mounted creatures
more space as shown in the table below. just like you would for any other creature.
Then proceed to fill the DR as explained in
Creature Size in Units “Defense Rating”.
Size Space in Unit
Tiny 1 (5x5 ft.)
Unit Abilities
Small 1 (5x5 ft.) Choose from the list in Appendix B or make
Medium 1 (5x5 ft.) your own abilities depending on the type of
Large 4 (10x10 ft.) unit you want to create. Once again, go
Huge 9 (15x15 ft.) wild!
Gargantuan 16 (20x20 ft.)
Morale Level
For example, a unit can comprise of 25
A unit’s base Morale Level is 4. Start with
gargantuan creatures and 200 medium
that and then decrease or Increase
creatures. The total space taken up is 400,
depending on factors that might change a
200 for the medium ones and 200 for the
unit’s morale. Examples of such factors are:
gargantuan ones. If the unit does not reach
the size limit it still takes up the limit’s size One of the armies is vastly
to make it easier to represent on a grid. outnumbered
An important figure leads an army
Once you do that, write down the number
A great victory was achieved or a
of creatures and their CR.
great defeat was suffered recently
Commander One of the armies wields a fearful
weapon
As mentioned above, each unit can have a
commander. It can be either a common one,
someone special (maybe someone
important in the campaign, a king or a
general etc.) or even a Player Character.
Create the commander’s card before you
7
engines. However they can also attack
Disassembling a infantry, skirmishers, cavalry and
machines only with disadvantage. The
War Machine only exception is when the target is large
enough.
A war machine can drastically change the Machine. These types of siege engines are
balance of power in a battle. Most of the commonly used to inflict casualties from
times you’ll see them used in sieges but long range. They cannot target walls and
their use is not limited there. War machines other siege engines unless specified
can inflict great casualties on the enemy otherwise. For example a ballista can use
infantry too. fire projectiles to attack a siege tower and
set it ablaze. The same applies for a
wooden wall.
Armor Class
War machines do not have a BR and DR like
units. Instead we use Armor Class(AC) to
simulate how easy it is to damage.
Hit Points
Hit Points in war machines are used to
Guard Unit represent how easy it is for the siege engine
The unit that is currently wielding/using a to break down or get destroyed. The HP of
war machine is considered a guard unit. a war machine is not decreased by suffering
Whenever the war machine is attacked, casualties like any unit. Siege engines and
unless specified otherwise the attack is other forms of attacks against war machines
made against the guard unit. The guard must have a separate damage die.
unit is just like any other unit with the
Speed
difference that the war machine itself takes
up space in it (with exceptions). That means Just like units, war machines have a speed
that when you create such a unit you have of their own. When a unit wields/uses a
limited space for the unit’s creatures. war machine, the war machine’s speed
becomes the unit’s speed.
Type
Abilities
In general we can split siege engines into
two categories: Siege Engine and Machine. War machines can use abilities in exactly
the same way as commanders and units
Siege Engine. These types of war machines with one slight difference. They are passive
are commonly used to damage structures and their effects come into place only when
like walls buildings and other siege manned (Active).
8
Creating a War
Machine War Machine
Conditions
War Machine’s Size & Space
Before creating a war machine you have to War machine conditions are not too
decide on the size of it. Depending on the different from the unit ones that we’ll see
size, the number limit of the guard unit later on, meaning that they have a trigger
changes. and an effect.
9
Initiative
Combat Step 2 Similar to the Player’s Handbook,
each unit will have initiative
Alright, so you have created your units and representing the order of combat.
war machines and the opposing armies are However, because the Dungeon Master
ready to clash! Combat is structured the will have a lot of units to control, and
same way as in the PH in the sense that you that is a difficult task on its own, no unit
determine surprise, roll initiative and each will make an initiative roll. Each unit will
unit gets a number of actions and so on. But have a base initiative as explained in the
let’s go into more detail. “Dissecting a Unit” section.
10
Actions. Each unit can take one of 3 Using an Ability. A unit can freely
actions: Attack, Guard and Disengage. choose to use an ability in battle. The
unit then proceeds to follow the ability’s
Attack: A unit that chooses to attack instructions. Read the ability carefully.
an enemy unit within range must Some may require you to sacrifice the
make an attack roll using its Battle unit’s action.
Rating modifier against the enemy
unit’s Defense Rating. A successful or Repeat
not hit will determine if the enemy
Step 4 Step 3 is then repeated for each unit
suffers casualties or not, according to
in initiative order. Then a new round
the table below.
begins starting from unit with the
highest initiative. Remember to
Suffering Casualties determine ambush at the start of each
(Casualties are subtracted from the unit’s BR not Number)
new round. The battle is over when all
Critical The attacker suffers 1d4
the units of one side are broken and/or
Fail retaliation casualties
retreating.
The unit with the
highest BR wins. On a Counting Casualties
Failure/Tie
tie both sides suffer 1
casualty. Step 5 After the battle is over it is time to
count the losses. Take each unit and
The enemy unit suffers count how much BR it lost in casualties.
Success
1d4 casualties
10% of that is creatures that managed to
The enemy suffers 5 escape. After that use the “Battle Rating
Critical casualties and must by Challenge Rating” table to determine
Success make a morale check or the exact amount of creatures that
drop a morale level survived. Do the same for the remaining
BR and add the two numbers. Always
Defend: A unit that chooses to defend round down. Repeat for the rest of the
gets the following effects: units.
1. Any enemy unit that moves and/or
ends its turn in range of the defending
unit is attacked by it. This does not
apply on skirmisher units.
2. Enemy units that attack the defending
one, have disadvantage on the roll.
3. The unit’s speed becomes 0.
Disengage: A unit that takes the
disengage action can move out of an
enemy unit’s melee range without
getting attacked.
11
Units Conditions
Just like any creature in normal combat can be in certain conditions like “dazed”, “stunned” etc.
so too can be the units. However because a certain number of creatures being blinded is
irrelevant to the overall battle the conditions of a unit are different. Conditions in units are
presented in the table below.
A unit that is In Combat with The unit has its Morale Level
1 or more units that their decreased by 1. Morale goes
Outnumbered
combined BR is double or back to normal if the unit
more than its own. stops being outnumbered.
12
BR modifier when it ambushes an enemy
Appendix A – unit.
Inspire. Once every 5 turns the commander Synchronized volley. If the commander’s
can increase the BR modifier of a unit not unit is a skirmisher one, every time it
further than 60ft. by 2 for 2 turns. makes a ranged attack, all skirmisher
units within 60ft. of it make an attack
Intimidate. Once every 5 turns, if the against the same target. Their attacks do
commander’s unit inflicts casualties, the not count as their actions.
target must make a morale check or
retreat.
11
Known enemy. The unit has advantage on
Appendix B – Unit BR checks against enemies it has fought
Abilities before.
12
guard unit’s size but melee attacks
Appendix C – War against the guard unit have advantage.
13